// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. #ifndef RENDERER_LIGHT_H #define RENDERER_LIGHT_H #include #include #include #include namespace SampleRenderer { class RendererLightDesc; class Renderer; class RendererLight { friend class Renderer; public: enum Type { TYPE_POINT = 0, TYPE_DIRECTIONAL, TYPE_SPOT, NUM_TYPES }_Type; protected: RendererLight(const RendererLightDesc &desc); virtual ~RendererLight(void); public: void release(void); Type getType(void) const; RendererMaterial::Pass getPass(void) const; const RendererColor &getColor(void) const; void setColor(const RendererColor &color); float getIntensity(void) const; void setIntensity(float intensity); bool isLocked(void) const; RendererTexture2D *getShadowMap(void) const; void setShadowMap(RendererTexture2D *shadowMap); const physx::PxTransform &getShadowTransform(void) const { return m_shadowTransform; } void setShadowTransform(const physx::PxTransform &shadowTransform) { m_shadowTransform = shadowTransform; } const RendererProjection &getShadowProjection(void) const; void setShadowProjection(const RendererProjection &shadowProjection); private: RendererLight &operator=(const RendererLight &) { return *this; } virtual void bind(void) const = 0; protected: const Type m_type; RendererColor m_color; float m_intensity; RendererTexture2D *m_shadowMap; physx::PxTransform m_shadowTransform; RendererProjection m_shadowProjection; private: Renderer *m_renderer; }; } // namespace SampleRenderer #endif